Home » Football » EIF vs SJK Akatemia – Betting Analysis

EIF vs SJK Akatemia – Betting Analysis

Football Match Analysis: EIF vs SJK

The upcoming football match between EIF and SJK Akatemia on August 18th, 2023, is anticipated to be a high-scoring game with several over/under and specific betting segments. The comprehensive analysis of the match data, including key statistics and betting odds, offers valuable insights for bettors. This analysis provides a detailed breakdown of the expected outcomes by betting segment, highlighting potential strategies for each segment.


General Overview

The match between EIF and SJK Akatemia is projected to be an engaging encounter with significant goal-scoring opportunities. With an average total of 4.90 goals expected, the game promises to be dynamic and full of excitement. Both teams have shown competitive form this season, which might lead to an open and entertaining match.

Betting Segment Analysis

Goal Scoring Predictions

  • Over 0.5 Goals HT (89.40): A very high probability suggests that at least one team will score in the first half, making it a safe bet for those looking to capitalize on early goals.
  • Over 1.5 Goals (80.40): A strong likelihood of multiple goals being scored throughout the match, indicating a high-scoring game.
  • Over 2.5 Goals (68.70): This bet suggests that more than two goals are likely to be scored, reinforcing expectations of an open game.
  • Over 3.5 Goals (55.20): Although less likely than lower over/under bets, this still indicates a potentially high-scoring game.

Betting on Specific Outcomes

Predictions by Betting Categories

Total Goals Prediction

An average of 4.90 total goals is predicted for this encounter, suggesting a lively match with plenty of action. This could make bets on ‘over’ totals particularly attractive.

Betting on Both Teams To Score

The probability for both teams to score stands at 63.30%, making it a popular choice among bettors seeking balanced outcomes where both teams find the back of the net.

Detailed Betting Insights

  • Last Goal After 73 Minutes (69.10): Points towards late-game excitement with scoring expected towards the end, offering late bets potential value.
  • Away Team Scoring Opportunities:
    • In-Play Away Team Scoring In First Half: 57.70%
    • In-Play Away Team Scoring In Second Half: 57.60%

    Betting on Match Outcomes

    • Home Team To Win: The odds suggest that the home team has a solid chance to secure victory at 58.90%. Given their recent form and home advantage, backing the home team might be a prudent decision if you believe in their current form and motivation levels.

    Predictions indicate that both teams will find the back of the net comfortably during the match’s course.

    The following analysis further breaks down possible outcomes based on time-specific performance:


    • The first goal is anticipated within the first thirty minutes with a significant chance of scoring during this period.
    • A low scoring in the first half reduces chances for both teams to score early, marking early caution against heavy betting in this segment.
    • With probabilities pointing towards dynamic shifts post-73 minutes, strategizing bets around late goals could yield substantial returns.
    • Away Team Scoring Potential

      • Away Team To Score In First Half: With a chance standing at 57.70%, it suggests cautious optimism for away team supporters looking for early breakthroughs against a strong home defense.
      • Away Team To Score In Second Half: At 57.60%, indicates that away team might capitalize in the latter stages of play when home defenses potentially weaken due to fatigue or tactical shifts.
      • Betting Strategies

        Bettors should consider placing wagers based on specific segments such as:

        • Betting on Total Goals Over 2.5 BTTS (53.50%): Reflecting that both teams are likely to score multiple times during playtime makes it an appealing option for those looking for aggressive returns.
        • Odds Comparison & Strategic Betting Suggestions:

          The odds provide a clear pathway for strategic placements across various segments:

          • The home team’s probability of scoring in both halves combined makes them favorable contenders for bets focused on individual half performances as well as overall game outcomes.
          • Suggested Bets:

            Analyzing these predictions suggests some strategic bets include:

            • Betting On Over 1.5 Goals – High Probability Segment:
              • This is one of the safest bets given its high probability (80%) coupled with expected game dynamics promoting frequent goal opportunities across halves.
              • Focusing On Last Goal After 73 Minutes – High Return Potential:
                • Late-game excitement increases odds significantly; thus targeting these periods could enhance payout ratios especially if combined with other high-probability outcomes like total goals exceeding set thresholds.

                  Prediction Summary by Betting Segments

                  Prediction by Segment

                  Analyzing these insights provides bettors with several actionable strategies:

                  Total Goals Predicted:

                  • The average total goals expected are around 4.90 with an average scored by each team being approximately 2.43 and conceding around 3.07 respectively.
                  • Specific Outcome Predictions:

                    • Home Team To Score In Second Half (76%):
                      • This implies confidence in their ability to maintain pressure throughout playtime; thus betting on their consistent scoring ability could be advantageous.
                      • Away Team To Score In Second Half (57%):
                        • This highlights potential vulnerabilities in home defenses as fatigue sets in or tactical changes are made; hence considering away team late-game scoring can be strategic.

                          Betting Odds & Strategies:

                          The breakdown of odds further assists in understanding optimal betting decisions:

                          • The odds suggest that while early goals are likely, maintaining focus on later stages could offer better returns due to higher payout possibilities especially when considering less probable outcomes like over 3.5 total goals scored.
                            Odds Comparison & Strategic Betting Suggestions:

                            In-depth comparison reveals:

                            • Focusing on over/under predictions provides clear guidance; particularly betting on over scenarios aligns well with predicted game dynamics ensuring favorable odds.
                              Suggested Bets:

                              To maximize potential returns based on provided data and predictions:

                              • Betting On Over Total Goals Over 4 – High Return Potential:
                                • This bet capitalizes on expected dynamic gameplay encouraging multiple scores across halves leading to higher total goals than typically seen.
                                • Focusing On Last Goal After 73 Minutes – High Return Potential:
                                  • Leveraging late-game excitement increases odds significantly; thus targeting these periods could enhance payout ratios especially if combined with other high-probability outcomes like total goals exceeding set thresholds.

                                    This structured analysis provides a comprehensive overview enabling informed betting decisions across various segments tailored specifically towards maximizing strategic gains based on available data and statistical insights from previous matches.

                                    kristijanhusak/hello-world/README.md
                                    # hello-world
                                    Just another repository
                                    Test commit.
                                    #include “stdafx.h”
                                    #include “Game.h”

                                    void Game::init() {
                                    //Initialize SDL
                                    if (SDL_Init(SDL_INIT_VIDEO) != 0) {
                                    printf(“SDL_Init Error: %sn”, SDL_GetError());
                                    exit(1);
                                    }

                                    //Initialize SDL_Image
                                    int flags = IMG_INIT_PNG;
                                    if (!(IMG_Init(flags) & flags)) {
                                    printf(“IMG_Init Error: %sn”, IMG_GetError());
                                    exit(1);
                                    }

                                    //Initialize SDL_TTF
                                    if (TTF_Init() == -1) {
                                    printf(“TTF_Init Error: %sn”, TTF_GetError());
                                    exit(1);
                                    }

                                    window = SDL_CreateWindow(
                                    “Escape”,
                                    SDL_WINDOWPOS_CENTERED,
                                    SDL_WINDOWPOS_CENTERED,
                                    WINDOW_WIDTH,
                                    WINDOW_HEIGHT,
                                    SDL_WINDOW_SHOWN);

                                    if (!window) {
                                    printf(“SDL_CreateWindow Error: %sn”, SDL_GetError());
                                    exit(1);
                                    }

                                    renderer = SDL_CreateRenderer(window, -1,
                                    SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);

                                    if (!renderer) {
                                    SDL_DestroyWindow(window);
                                    printf(“SDL_CreateRenderer Error: %sn”, SDL_GetError());
                                    exit(1);
                                    }

                                    SDL_SetRenderDrawColor(renderer,
                                    RGB(255), RGB(255), RGB(255), RGB(255));

                                    loadTextures();
                                    loadFonts();
                                    loadSounds();

                                    pauseText = new Text(“PAUSE”, pauseFont, renderer);
                                    pauseText->setColor(RGB(255), RGB(255), RGB(255));
                                    pauseText->setCenter(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2);

                                    instructionsText = new Text(“INSTRUCTIONS”, instructionFont, renderer);
                                    instructionsText->setColor(RGB(255), RGB(255), RGB(255));
                                    instructionsText->setCenter(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 – instructionsText->getHeight() * .75);

                                    gameState = GameState::PLAYING;
                                    isPaused = false;

                                    currentLevel = new Level(renderer);
                                    currentLevel->loadLevel(levelOne);

                                    player = new Player(renderer);
                                    player->setPosition(currentLevel->getSpawnX(), currentLevel->getSpawnY());

                                    enemies.push_back(new Enemy(renderer));
                                    enemies.back()->setPosition(currentLevel->getSpawnX() + TILE_SIZE * .25f, currentLevel->getSpawnY());

                                    enemies.push_back(new Enemy(renderer));
                                    enemies.back()->setPosition(currentLevel->getSpawnX() + TILE_SIZE * .75f, currentLevel->getSpawnY());

                                    playerTimer = SDL_GetTicks();
                                    playerTimerCountdown = PLAYER_TIMER;
                                    playerLives = PLAYER_LIVES;

                                    levelTimer = SDL_GetTicks();
                                    levelTimerCountdown = LEVEL_TIMER;

                                    start();
                                    }

                                    void Game::start() {
                                    isRunning = true;
                                    while (isRunning) {
                                    processEvents();
                                    update();
                                    render();
                                    }
                                    }

                                    void Game::processEvents() {
                                    SDL_Event event;
                                    while (SDL_PollEvent(&event)) {
                                    switch (event.type) {
                                    case SDL_QUIT:
                                    isRunning = false;
                                    break;
                                    case SDL_KEYDOWN:
                                    switch (event.key.keysym.sym) {
                                    case SDLK_ESCAPE:
                                    isRunning = false;
                                    break;
                                    case SDLK_SPACE:
                                    switch(gameState) {
                                    case GameState::PLAYING:
                                    if (!isPaused)
                                    player->jump();
                                    break;
                                    case GameState::PAUSED:
                                    isPaused = false;
                                    gameState = GameState::PLAYING;
                                    break;
                                    default:
                                    break;
                                    }
                                    break;
                                    case SDLK_a:
                                    player->moveLeft();
                                    break;
                                    case SDLK_d:
                                    player->moveRight();
                                    break;
                                    case SDLK_w:
                                    switch(gameState) {
                                    case GameState::PLAYING:
                                    player->jump();
                                    break;
                                    case GameState::INSTRUCTIONS:
                                    gameState = GameState::PLAYING;
                                    break;
                                    default:
                                    break;
                                    }
                                    break;
                                    case SDLK_s:
                                    switch(gameState) {
                                    case GameState::PLAYING:
                                    player->crouch();
                                    break;
                                    case GameState::PAUSED:
                                    gameState = GameState::INSTRUCTIONS;
                                    break;
                                    default:
                                    break;
                                    }
                                    break;
                                    default:
                                    break;

                                    }
                                    break;

                                    default:
                                    break;

                                    case SDL_KEYUP:

                                    switch(event.key.keysym.sym) {

                                    case SDLK_a:
                                    player->stopMovingLeft();
                                    break;

                                    case SDLK_d:
                                    player->stopMovingRight();
                                    break;

                                    default:
                                    break;

                                    }
                                    break;

                                    default:

                                    break;

                                    case SDL_MOUSEBUTTONDOWN:

                                    switch(event.button.button) {

                                    case SDL_BUTTON_LEFT:

                                    switch(gameState) {

                                    case GameState::PAUSED:

                                    switch(event.button.clicks) {

                                    case 1:

                                    isPaused = false;

                                    gameState = GameState::PLAYING;

                                    break;

                                    default:

                                    isRunning = false;

                                    break;

                                    }

                                    break;

                                    default:

                                    break;

                                    }

                                    break;

                                    default:

                                    break;

                                    }

                                    break;

                                    default:

                                    break;

                                    }
                                    }
                                    }

                                    void Game::update() {
                                    int currentTime = SDL_GetTicks();

                                    if (gameState == GameState::PLAYING && !isPaused && !playerDead && !levelCompleted) {

                                    if ((currentTime – playerTimer) >= playerTimerCountdown)
                                    playerTimerCountdown -= PLAYER_TIMER_SPEED,
                                    currentTime – playerTimer > PLAYER_TIMER_SPEED * PLAYER_TIMER_SPEED_FACTOR ?
                                    playerTimerCountdown += PLAYER_TIMER_SPEED * PLAYER_TIMER_SPEED_FACTOR : playerTimerCountdown += PLAYER_TIMER_SPEED * PLAYER_TIMER_SPEED_FACTOR * .25f,
                                    playerTimerCountdown <= MIN_PLAYER_TIMER ? playerLives– : playerTimerCountdown,
                                    playerTimerCountdown <= MIN_PLAYER_TIMER ? playerDead = true : playerDead = false,
                                    playerTimerCountdown <= MIN_PLAYER_TIMER ? levelCompleted ? loseSound.play() : winSound.play() : loseSound.play(),
                                    playerTimerCountdown PLAYER_TIMER_SPEED * PLAYER_TIMER_SPEED_FACTOR * .25f ? playerTimer = currentTime : playerTimer;

                                    if ((currentTime – levelTimer) >= levelTimerCountdown)
                                    levelCompleted ? levelCompletedSound.play() : levelCompletedSound.stop(),
                                    levelCompleted ? currentLevel->setSpawn(currentLevel->getSpawnX(), currentLevel->getSpawnY()) : levelCompletedSound.stop(),
                                    levelCompleted ? enemies.clear() : levelCompletedSound.stop(),
                                    levelCompleted ? playerLives++ : levelCompletedSound.stop(),
                                    levelCompleted ? gameState == GameState::PAUSED ? gameState == GameState::PAUSED : gameState == GameState::INSTRUCTIONS ? gameState == GameState::INSTRUCTIONS : gameState == GameState::LEVEL_COMPLETE ? gameState == GameState::LEVEL_COMPLETE : gameState == GameState::GAME_OVER ? gameState == GAME_OVER : gameState == GameState::PLAYING : gameState == GameState::PAUSED ? gameState == GameState::PAUSED : gameState == GameState::INSTRUCTIONS ? gameState == GameState::INSTRUCTIONS : gameState == GameState::LEVEL_COMPLETE ? gameState == GameState::LEVEL_COMPLETE : gameState == GAME_OVER ? gameState == GAME_OVER : gameState == PLAYING :
                                    gameState == PLAYING ?
                                    gameState == PLAYING :
                                    gameState != PLAYING ?
                                    gameState != PLAYING :
                                    gameState != INSTRUCTIONS ?
                                    gameState != INSTRUCTIONS :
                                    gameState != PAUSED ?
                                    gameState != PAUSED :
                                    gameState != LEVEL_COMPLETE ?
                                    gameState != LEVEL_COMPLETE :
                                    gameState != GAME_OVER ?
                                    gameState != GAME_OVER :
                                    gameState != PLAYING ?
                                    gameState != PLAYING :
                                    currentLevel->loadNextLevel(),
                                    levelCompletedSound.stop(),
                                    levelTimerCountdown -= LEVEL_TIMER_SPEED,
                                    currentTime – levelTimer > LEVEL_TIMER_SPEED * LEVEL_TIMER_SPEED_FACTOR ?
                                    levelTimerCountdown += LEVEL_TIMER_SPEED * LEVEL_TILE_SPEED_FACTOR :
                                    levelTimerCountdown += LEVEL_TIMER_SPEED * LEVEL_TILE_SPEED_FACTOR * .25f,
                                    levelCompleted =
                                    currentTime – levelTimer > LEVEL_TIMER_SPEED * LEVEL_TILE_SPEED_FACTOR ?
                                    currentLevel->isComplete() :
                                    false,
                                    levelCompleted

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